![]() ![]() Ideally this move can be used at the end of a Kombo string to add more damage while making space between you and the opponent. ![]() Amplifying this moves increase the attack to 6 mid hits. This is an important move to the Hellish Inferno Variations as it serves as a great zoning move against opponents as it has a decent range and covers plenty of ground. New Specialsĭeath Spin (Down, Forward, BK) – Scorpion spins his spears around doing 4 mid hits that knock the opponent back. You can also use the move after an amplified Spear Throw, which works as a great combo-ender. You can however cancel from the second hit to any of your special moves such as Spear and Hell Port. On its own, it makes for a decent mix-up with that overhead hit but you can’t combo off of it as your recovery time is a bit low. Hack And Slash (Forward, FK, BP) – a 3-hit kombo move that goes from mid, overhead, and low. Also It can also easily be used after an amplified Spear. This is another Kombo-ending move that can be used right after an amplified Hell Port after taking a step forward. Wrath (BP, FP, BP+BK) – Wrath is a Kombo attack that starts with a high hit, to mid hit, and ends with a grab that puts the opponent in front of you. Unfortunately it can be predictable since it’s Scorpion’s only low-hit-starting Kombo so try to stop if the player blocks the second hit. This is a great mix up as it goes from low-hit, overhead, then medium-hit. Soulless (Forward, BK, BP, FK) – Scorpion’s only Kombo attack string that starts with a Low Attack. In an 8-Hit Kombo, Dark Soul becomes a Krushing Blow. This means it makes for a great Kombo-ender for massive damage. Also the move’s Krushing Blow can be activated at the end of a Kombo with 8 or more hits. It’s also a great move if the opponent decides to use slow attacks to hit you here. If they’re blocking, try to stop after the second hit as an opponent can easily hit you after blocking the first two strikes. The final hit is what you’re going for if you want to trick opponents who rush too much. The recovery time after this attack can be punishable, but the range in which you can start this Kombo can be beneficial if you need to get close.ĭark Soul (BP, FP, BP) – a quick two-hit combo with the final punch hitting mid. Haunted (Back, FP, BK, FP) – a 4-hit Kombo that starts with a mid-hit, two low-hits, and ends with another mid. Also you can combo into the grab if you do a swift kick in mid-air. You can grab an opponent who is jumping towards you for some surprise damage. (Air) Demon Slam (Down+Grab) – It’s an air grab that does a large amount of damage when activated. When Amplified it replaces the side-switch attack with a shove that makes the opponent vulnerable for another Kombo attack. ![]() It’s a fairly slow projectile, but the payback is that it gives you plenty of time to readjust yourself after the last hit. Spear (Back, Forward, FP) – Yell at the opponent to get over here and you’ll grab them via chain, hit them and switch sides. You can generally activate this any time in mid-air, but if you can get a quick jump-kick in before activating, you can guarantee that the opponent will be vulnerable if they didn’t block the kick. Hell Port (Air) – It’s the same as Hell Port, but can be used in the middle of a jump. It’s recommended that you do this if the opponent is blocking, as they might be ready for a counter-attacks. You can also hold down during a teleport to simply port in front of an opponent without doing the hit. ![]() You can also get away with doing a Rising Cut or activating a Fatal Blow right after the Amplified hit.Īlso with the Deathly Sting variation you can hold forward during a teleport to simply dash backward, giving you some space between you and your opponent. When Amplified, it does an extra hit that will send opponents flying in the air, meaning that they’re vulnerable to a quick Front Kick. Hell Port (Down, Back, FK) – With Hell Port Scorpion teleports behind the opponent and does a quick hit. Ideally an opponent who is attacking low will be vulnerable to this. Additionally, you can cancel after the first hit into any special move such as Hell Port and Spear to start off a Kombo.įlip Kick (Back + FK) – An overhead kick that with a slow start-up, but jumps over low hits. Also it makes for a great anti-air if they’re jumping towards you. It’s a great mix-up if an opponent is crouching and is blocking hits. Rising Cut (Back + BP) – A Two-Slice attack with a surprisingly long range that starts with a mid-hit and ends with an overhead. With it’s long-range you can set yourself up for some easy combo potential if you use Hell Port right after. Gut Slice (Back + FP) – it’s a long-ranged sword slice that does a mid-hit. ![]()
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